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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.Framework.Scenes
{
public abstract class SceneBase : IScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region Events
public event restart OnRestart;
#endregion
#region Fields
/// <value>
/// All the region modules attached to this scene.
/// </value>
public Dictionary<string, IRegionModule> Modules
{
get { return m_modules; }
}
protected Dictionary<string, IRegionModule> m_modules = new Dictionary<string, IRegionModule>();
/// <value>
/// The module interfaces available from this scene.
/// </value>
protected Dictionary<Type, List<object>> ModuleInterfaces = new Dictionary<Type, List<object>>();
protected Dictionary<string, object> ModuleAPIMethods = new Dictionary<string, object>();
/// <value>
/// The module commanders available from this scene
/// </value>
protected Dictionary<string, ICommander> m_moduleCommanders = new Dictionary<string, ICommander>();
/// <value>
/// The module commands available for this scene
/// </value>
protected Dictionary<string, ICommand> m_moduleCommands = new Dictionary<string, ICommand>();
/// <value>
/// Registered classes that are capable of creating entities.
/// </value>
protected Dictionary<PCode, IEntityCreator> m_entityCreators = new Dictionary<PCode, IEntityCreator>();
/// <summary>
/// The last allocated local prim id. When a new local id is requested, the next number in the sequence is
/// dispensed.
/// </summary>
protected uint m_lastAllocatedLocalId = 720000;
private readonly Mutex _primAllocateMutex = new Mutex(false);
private readonly ClientManager m_clientManager = new ClientManager();
public ClientManager ClientManager
{
get { return m_clientManager; }
}
protected ulong m_regionHandle;
protected string m_regionName;
protected RegionInfo m_regInfo;
//public TerrainEngine Terrain;
public ITerrainChannel Heightmap;
/// <value>
/// Allows retrieval of land information for this scene.
/// </value>
public ILandChannel LandChannel;
/// <value>
/// Manage events that occur in this scene (avatar movement, script rez, etc.). Commonly used by region modules
/// to subscribe to scene events.
/// </value>
public EventManager EventManager
{
get { return m_eventManager; }
}
protected EventManager m_eventManager;
protected ScenePermissions m_permissions;
public ScenePermissions Permissions
{
get { return m_permissions; }
}
protected string m_datastore;
private IAssetCache m_assetCache;
public IAssetCache AssetCache
{
get { return m_assetCache; }
set { m_assetCache = value; }
}
protected RegionStatus m_regStatus;
public RegionStatus Region_Status
{
get { return m_regStatus; }
set { m_regStatus = value; }
}
#endregion
#region Update Methods
/// <summary>
/// Normally called once every frame/tick to let the world preform anything required (like running the physics simulation)
/// </summary>
public abstract void Update();
#endregion
#region Terrain Methods
/// <summary>
/// Loads the World heightmap
/// </summary>
public abstract void LoadWorldMap();
/// <summary>
/// Send the region heightmap to the client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public virtual void SendLayerData(IClientAPI RemoteClient)
{
RemoteClient.SendLayerData(Heightmap.GetFloatsSerialised());
}
#endregion
#region Add/Remove Agent/Avatar
/// <summary>
/// Register the new client with the scene. The client starts off as a child agent - the later agent crossing
/// will promote it to a root agent during login.
/// </summary>
/// <param name="client"></param
public abstract void AddNewClient(IClientAPI client);
/// <summary>
/// Remove a client from the scene
/// </summary>
/// <param name="agentID"></param>
public abstract void RemoveClient(UUID agentID);
public abstract void CloseAllAgents(uint circuitcode);
#endregion
/// <summary>
///
/// </summary>
/// <returns></returns>
public virtual RegionInfo RegionInfo
{
get { return m_regInfo; }
}
#region admin stuff
/// <summary>
/// Region Restart - Seconds till restart.
/// </summary>
/// <param name="seconds"></param>
public virtual void Restart(int seconds)
{
m_log.Error("[REGION]: passing Restart Message up the namespace");
restart handlerPhysicsCrash = OnRestart;
if (handlerPhysicsCrash != null)
handlerPhysicsCrash(RegionInfo);
}
public virtual bool PresenceChildStatus(UUID avatarID)
{
return false;
}
public abstract bool OtherRegionUp(RegionInfo thisRegion);
public virtual string GetSimulatorVersion()
{
return "OpenSimulator Server";
}
#endregion
#region Shutdown
/// <summary>
/// Tidy before shutdown
/// </summary>
public virtual void Close()
{
// Shut down all non shared modules.
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
module.Close();
}
}
Modules.Clear();
try
{
EventManager.TriggerShutdown();
}
catch (Exception e)
{
m_log.Error("[SCENE]: SceneBase.cs: Close() - Failed with exception " + e.ToString());
}
}
#endregion
/// <summary>
/// Returns a new unallocated local ID
/// </summary>
/// <returns>A brand new local ID</returns>
protected internal uint AllocateLocalId()
{
uint myID;
_primAllocateMutex.WaitOne();
myID = ++m_lastAllocatedLocalId;
_primAllocateMutex.ReleaseMutex();
return myID;
}
#region Module Methods
/// <summary>
/// Add a module to this scene.
/// </summary>
/// <param name="name"></param>
/// <param name="module"></param>
public void AddModule(string name, IRegionModule module)
{
if (!Modules.ContainsKey(name))
{
Modules.Add(name, module);
}
}
/// <summary>
/// Register a module commander.
/// </summary>
/// <param name="commander"></param>
public void RegisterModuleCommander(ICommander commander)
{
lock (m_moduleCommanders)
{
m_moduleCommanders.Add(commander.Name, commander);
lock (m_moduleCommands)
{
foreach (ICommand command in commander.Commands.Values)
{
if (m_moduleCommands.ContainsKey(command.Name))
{
m_log.ErrorFormat(
"[MODULES]: Module commander {0} tried to register the command {1} which has already been registered",
commander.Name, command.Name);
continue;
}
m_moduleCommands[command.Name] = command;
}
}
}
}
/// <summary>
/// Get an available module command
/// </summary>
/// <param name="commandName"></param>
/// <returns>The command if it was found, null if no command is available with that name</returns>
public ICommand GetCommand(string commandName)
{
lock (m_moduleCommands)
{
if (m_moduleCommands.ContainsKey(commandName))
return m_moduleCommands[commandName];
else
return null;
}
}
/// <summary>
/// Get a module commander
/// </summary>
/// <param name="name"></param>
/// <returns>The module commander, null if no module commander with that name was found</returns>
public ICommander GetCommander(string name)
{
lock (m_moduleCommanders)
{
if (m_moduleCommanders.ContainsKey(name))
return m_moduleCommanders[name];
}
return null;
}
public Dictionary<string, ICommander> GetCommanders()
{
return m_moduleCommanders;
}
/// <summary>
/// Register an interface to a region module. This allows module methods to be called directly as
/// well as via events. If there is already a module registered for this interface, it is not replaced
/// (is this the best behaviour?)
/// </summary>
/// <param name="mod"></param>
public void RegisterModuleInterface<M>(M mod)
{
if (!ModuleInterfaces.ContainsKey(typeof(M)))
{
List<Object> l = new List<Object>();
l.Add(mod);
ModuleInterfaces.Add(typeof(M), l);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
}
}
public void StackModuleInterface<M>(M mod)
{
List<Object> l;
if (ModuleInterfaces.ContainsKey(typeof(M)))
l = ModuleInterfaces[typeof(M)];
else
l = new List<Object>();
if (l.Contains(mod))
return;
l.Add(mod);
if (mod is IEntityCreator)
{
IEntityCreator entityCreator = (IEntityCreator)mod;
foreach (PCode pcode in entityCreator.CreationCapabilities)
{
m_entityCreators[pcode] = entityCreator;
}
}
ModuleInterfaces[typeof(M)] = l;
}
/// <summary>
/// For the given interface, retrieve the region module which implements it.
/// </summary>
/// <returns>null if there is no registered module implementing that interface</returns>
public T RequestModuleInterface<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
return (T)ModuleInterfaces[typeof(T)][0];
}
else
{
return default(T);
}
}
/// <summary>
/// For the given interface, retrieve an array of region modules that implement it.
/// </summary>
/// <returns>an empty array if there are no registered modules implementing that interface</returns>
public T[] RequestModuleInterfaces<T>()
{
if (ModuleInterfaces.ContainsKey(typeof(T)))
{
List<T> ret = new List<T>();
foreach (Object o in ModuleInterfaces[typeof(T)])
ret.Add((T)o);
return ret.ToArray();
}
else
{
return new T[] { default(T) };
}
}
#endregion
/// <summary>
/// Shows various details about the sim based on the parameters supplied by the console command in openSimMain.
/// </summary>
/// <param name="showParams">What to show</param>
public virtual void Show(string[] showParams)
{
switch (showParams[0])
{
case "modules":
m_log.Error("The currently loaded modules in " + RegionInfo.RegionName + " are:");
foreach (IRegionModule module in Modules.Values)
{
if (!module.IsSharedModule)
{
m_log.Error("Region Module: " + module.Name);
}
}
break;
}
}
public void AddCommand(string module, string command, string shorthelp, string longhelp, CommandDelegate callback)
{
if (MainConsole.Instance == null)
return;
MainConsole.Instance.Commands.AddCommand(module, command, shorthelp, longhelp, callback);
}
}
}
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